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  • Two formers for one job

    Does anyone do this? Would you consider it a cheat? I must admit that on occasion if I really want something done faster, I do this. Not for small stuff like farms or solar collector. But for raising and lowering land.
    Which side are we on? We're on the side of the demons, Chief. We are evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that. --Saul Tigh

  • #2
    I usually do that. Well, at least if I've got a few formers to spare. Depends on how many I've got running around and what they're doing. I mainly use this method when building boreholes, drilling up rivers and such.

    Don't really consider it a cheat, I mean, two units should be able to finish things faster than a single one. I know I would be able to, let's say, dig a hole in the ground faster if I had help.

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    • #3
      I sometimes even use two formers for tasks like building roads and planting forest

      I don't see why anyone would possibly want to use two formers for tasks like boreholes, gangs of four is barely sufficent! In SMAC I like to have gangs of 8 formers cruising around converting the world to the borehole&condensor cause. (In SMAX the slowdown becomes intolerable )

      Btw, how could gang forming possibly be viewed as a dodgy tatic?

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      • #4
        Same as Blake here - I usually have at least three fungicidal formers together clearing that horrible dollop of fungus nearby. I can't see how this is possibly a cheat - it's been around since the original Civ, and has never been frowned upon.
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        • #5
          Cheating? No!

          In my current game (being Hive on Huge Map of planet) I raised myself to victory by formers, tons of formers raising landbridges to reach other continents. I often use 5-8 formers for each landbridge job.

          ,,,,,,
          It's close to midnight and something evil's is lurking in the dark.

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          • #6
            Sprayber, I don't see how anyone could consider this a cheat. As john points out, you can either get 2 terraforms in 2 squares simultaneously by putting the formers in two squares, or the same two terraforms sequencially (in the same time frame) by doing one square with both one after the other. You still get the same number of terraforms overall in the same amount of time. You're just changing from simultaneous to sequential.

            Think of it this way. A former does one turn of work in one turn. There is no change in this rate, regardless if it works with others or not.

            Now it is a cheat to click on a former that has already moved and give it terraforming commands, provided that conventional wisdom is correct and it then adds one turns worth of work to the forming project. That's because you gain a turns work this way. The former already used it's turn to move, and then you get a free turn of forming.
            [This message has been edited by Fitz (edited May 03, 2001).]
            Fitz. (n.) Old English
            1. Child born out of wedlock.
            2. Bastard.

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            • #7
              Cheat, no. Common practice, yes.

              Slightly off topic, but another thing every micromanager should do is double check the progress of every "remove fungus" and "plant trees" former. Often the forest will spread on its own to the tile you are trying to improve. Unless you click on the former it will continue to be tied up until the amount of turns has passed that it would normally take for the improvement. You can gain some turn advantage by moving your former on to another task.

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              • #8
                I thought it automatically stopped the following turn, or the same turn, it it has orders to build something that exists in that square. Are you sure?
                Fitz. (n.) Old English
                1. Child born out of wedlock.
                2. Bastard.

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                • #9
                  I'm pretty sure I've had the same thing happen where I'm removing fungus and a forest grows over where I'm removing it and the former keeps working till he's done the required amount of turns for it to plant a forest that is already there.

                  Myself, I like to have about 4 formers building together. Sometimes one or two will finish a road and the rest start on the improvement I intend to put there. Generally, I can't afford such luxuries until the mid game.

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                  • #10
                    I tend to have rover formers for roadbuilding - whilst ordinary formers have to move and then build the road the next turn, rover formers can get straight on with it, thus effectively doubling their productivity. Of course, the ordinary former can then move along the new road and plant the (say) forest....thus saving a turn's terraforming.
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                    • #11
                      Yes, that's a good point Mark. It's true that gang-terraforming can gain turn advantage, and I use it a lot. For sea formers it's a no-brainer, because of their 4 movement points. For land formers, though, it requires a little more planning. Sending a single former in first to build a road becomes more vital as the size of your former gang increases.

                      Consider this:

                      4 individual formers can build 4 forest squares in 5 turns (one turn to move to the target square, 4 to build a forest)

                      4 gang formers can build 1 forest square in 2 turns (1 to move, 1 to build)

                      4 gang formers can build 4 forest squares in EIGHT turns.

                      So you do have to consider the fact that infantry formers use a turn to move to the target square. When you terraform in gangs, although your productivity comes on-line sooner, this is really only useful if you can use it/need to use it quickly. Otherwise, you are in fact gaining turn disadvantage
                      [This message has been edited by Misotu (edited May 03, 2001).]
                      Team 'Poly

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                      • #12
                        What Misotu says is dead on, the first thing you need to ask yourself when determining how you go about terraforming is "how soon do I need the productive capacity of the target terrain tile?"

                        In the case of resource specials, the answer is almost always "ASAP" but when it comes to more mundane tiles, it depends on what you're doing. If you are mining a rocky tile, and you've got a crawler coming to completion in two turns to work that tile, then it is clearly to your benefit to gang-terraform that tile to get the mine up and running the same turn (or before, freeing the formers for other duties)the crawler arrives on scene to start reaping the benefits. On the other hand, if you've got a brand new, size one base, and that base's solitary worker is already working a tile, unless the tile you're terraforming is just worlds better than the one the worker is currently using, there may not be much urgency or gain in gang-terraforming that particular tile.

                        Tips when planting forests:
                        Send a lone former on ahead, and have him lay down a road, following a path that gives preference to flat tiles, as it only takes a single turn to build said road on a flat tile.

                        When "planter-formers" follow later, only forest the road tiles, allowing the passage of time to spread it (your trees) to the adjacent tiles. Not only will the forest spread help wipe out fungus, but by sticking to the road only, you don't get your valuable formers bogged down in places they really don't need to be.

                        From humble beginnings:
                        When I am terraforming, the first concern I've got is making sure there's a tile in my new base's production radius that nets me two nutrients. If there's already a tile that does that, I move on to road-building and forestation, but if not, then the first order of business is to get a farm up to speed the base from size one to two. That initial base will get (in this order)

                        1) A farm (if there's not already a 2N tile in the base radius)
                        2) Former moves to an adjacent flat tile (if available and builds a road)
                        3) That former plants a forest
                        4) Look for my next base site and road-build to that tile, prepping the tiles along the way as needed (ie- when my former gets to the base square, he drops a sensor array, both as a place holder for the base, and for a permanant 25% defensive bonus that can't be sniped out from under me once the base is built), and once the former is inside what will be the new base's production radius, I take stock of the tiles there. As above, checking first to see if there are any tiles present which will net me 2n. If not, my former builds a farm for the base-to-be, and plants a forest. That's about all the new base will need, so he's ready to move on and prep another base site.

                        In this way, I not only ring my initial bases with sensor arrays to warn of rogue units heading my way, but I ensure that my future bases have an extra layer of security, and by keeping a cadre of formers (well....only one former in the very early game, but of course that number expands as my number of bases grows) operating on the fringes of the slowly expanding empire, it gives me an early warning of approaching badguys, be they worms or some other faction. Layered security for the bases. Formers on the outskirts, bases ringed in with sensor arrays, and the initial bases themselves, cranking out the raw materials needed to grow.

                        -=Vel=-
                        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                        • #13
                          Vel, that implies that you expand very slowly. By the time a former is done with farm/forest/road to new site/sensor, my intial base the former came from has cranked out 2+ colony pods, one's been placed on the site before the former can get there to sensor it, and it's already cranked out a colony pod too.

                          I've only twice successfully used the sensor tactic. Once, I went strait to sensors (not even roads to speed up the pods), only coming back to terraform tiles when I had 10 more sensors than bases (which were only about 3-4, since I timed it badly). The second time the first 10 bases did not get a sensor array, but the remaining 30 or so did once 10+ formers managed to catch up and start getting ahead of the game.

                          That second example was very unusual for me, since I typically stop at the beauracracy limit for +2 effic.

                          Therefore, to me, your tactic is a huge loss of early game turn advantage unless you build a lot of bases. Either you are very slow, or you don't get those all important first two terraforms in (or roads between bases)
                          [This message has been edited by Fitz (edited May 03, 2001).]
                          Fitz. (n.) Old English
                          1. Child born out of wedlock.
                          2. Bastard.

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                          • #14
                            quote:


                            I'm pretty sure I've had the same thing happen where I'm removing fungus and a forest grows over where I'm removing it and the former keeps working till he's done the required amount of turns for it to plant a forest that is already there.



                            That's sounds like a Union thing


                            On a slightly different note can anyone confirm or deny that building ANY improvment over a forest or kelp tile slows growth? I'm sure that kelp grows faster if you don't build a tidal harnass. Also I'm convinced that forest+road spreads very slowly compared to virgin forest.

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                            • #15
                              Gangs of formers generate turn advantage in Vel's lingo. If it takes a former 2 turns to start a kelp farm, 2 formers can make 2 kelp farms in 2 turns. If they do it together instead of each working a separate plot, you can get production after just one turn while still getting the same effects after 2 turns (assuming nearby plots). If nearly all of your terraforming starts bearing fruit a turn (or more) sooner, it can add up.

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